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[WIP] Add dither struct and select texture based on the pass #192
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pub fn get(&self) -> &Texture { | ||
if self.in_main_framebuffer_pass { |
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why does this only apply to the main framebuffer? I'd expect it to be a general difference in the rendering coordinate systems.
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Hmm, You are right, this only passes the wrench tests. In servo we still fail the gradient test.
I'm missing something...
For the latter, I think we can get away with a simpler approach than having 2 textures. E.g. the shaders may have a feature to just invert the Y before sampling the dither texture. |
Fixes: #158
GL result
VK result
(It was
number of differing pixels: 47483
before this)